D&D 5E Researching Magic Item "recipies"

Werebat

Explorer
I'm sure that sooner or later, players are going to start asking their DMs if it is possible for them to research the formulae or "recipies" required to craft specific magic items. Maybe a player would really like a flaming longsword for their character, or what have you.

How do the DMs present think they will handle this? It seems like a reasonable request, similar to researching new spells. But it could have the potential to unbalance a campaign by allowing in items that a DM would prefer not to include in their game (for example, a decanter of endless water in a Dark Sun game, or a "key item" that opens the door for some particularly obnoxious powergaming -- but old school DMs may argue that I repeat myself).

Well? What do you think?
 

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Sure! Just have it be a function of the Research downtime activity - given some time and gold (and maybe a check), the PC can discover how to craft a given magic item. Just be sure to make the materials needed to craft it be things that can only be acquired through bold adventurers confronting deadly perils in foreboding ruins filled with vicious monsters and nefarious villains.

When in doubt, make the cost of doing a thing undertaking a perilous adventure and you can't go far wrong.
 

With magical research of any kind, it might be fun to have a random effects chart that you roll on occasion. Just don't blow up their entire workshop.
 

If a player really wants a magic item, they need to research how to make it, or quest for it.

I mean, how did they hear about it anyways... in Skymall?
 

Sure! Just have it be a function of the Research downtime activity - given some time and gold (and maybe a check), the PC can discover how to craft a given magic item. Just be sure to make the materials needed to craft it be things that can only be acquired through bold adventurers confronting deadly perils in foreboding ruins filled with vicious monsters and nefarious villains.

When in doubt, make the cost of doing a thing undertaking a perilous adventure and you can't go far wrong.

Or you could have them find an artificer who could craft magical items for them in less time than is stated in the DMG.
 

Or you could have them find an artificer who could craft magical items for them in less time than is stated in the DMG.

Yeah, that could also be a function of Research. I'd still have the artificer require the "ingredients" to be quested after and I'd put those ingredients in dangerous locations!
 

If the item would be too unbalancing in your game, a successful research roll could reveal "No such thing exists."
 

If the item would be too unbalancing in your game, a successful research roll could reveal "No such thing exists."
But if you could possible allow it in your game, research could reveal partial successes and incomplete attempts.
"After obtaining the purest sky-steel...but in the final attempt to temper the blade in the heart of a still living ancient red dragon, the wyrm's death throes eviscerated the crafter. The blade (and crafter) were never seen again."
 

While I think concerns about game balance are valid, I think they are often overblown. No player acting in good faith is going to try to create problems in the game by being permitted the opportunity to research the recipes for magical items. It's so easy to fall into a defensive frame of mind as a DM when it's easier to simply agree on the goals of play with our players at the outset and then trust that everyone will stick to their agreements as the game unfolds.

No system is safe from a player that wants to act in bad faith and disrupt the game. The best we can do is avoid playing with such people.
 

While I think concerns about game balance are valid, I think they are often overblown. No player acting in good faith is going to try to create problems in the game by being permitted the opportunity to research the recipes for magical items. It's so easy to fall into a defensive frame of mind as a DM when it's easier to simply agree on the goals of play with our players at the outset and then trust that everyone will stick to their agreements as the game unfolds.

No system is safe from a player that wants to act in bad faith and disrupt the game. The best we can do is avoid playing with such people.

I don't think it's so black and white as you are making it out to be. A player can certainly be disruptive without setting out to do so. They can also be willfully ignorant of the fact that they are being disruptive even after it has been pointed out. Most of the time, disruptive powergamers are just trying to make powerful characters -- and what's wrong with that? It's part of the game!
 

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